This package integrates Wwise with Unity's Addressables system, enabling dynamic loading and distribution of audio assets. It allows audio content to be managed through Unity's modern asset management framework, supporting remote content delivery and optimized memory usage.
The integration handles SoundBank loading through Addressables, letting developers manage Wwise assets alongside other game content in Unity's asset bundles. This is particularly useful for projects requiring downloadable content, platform-specific audio packages, or memory-efficient asset streaming.
UniversalTypes provides drop-in serializable wrapper types for Unity that abstract over multiple backends per field. UniversalSound lets a designer pick AudioClip, Wwise Event, or FMOD EventReference from the Inspector; the code path is gated by scripting defines that are auto-detected when the respective SDKs are present.
UniversalString wraps plain text, I2 Localization, and Unity Localization behind a single field with implicit string conversion, resolving the active backend at runtime. UniversalAsset<T> similarly unifies direct object references and Addressables asset references.
The package is UPM-installable via Git URL, has zero required dependencies, and works standalone in Unity 2022.3 LTS or later. Optional backends (Wwise, FMOD, Addressables, I2 Localization, Unity Localization) are opt-in and detected automatically via scripting defines.
FMOD For Unity is Firelight Technologies' official integration between FMOD Studio and the Unity engine. It allows Unity projects to load FMOD banks, trigger events, set parameters, and manage the FMOD runtime from C# scripts and Unity components.
The repository contains the integration source code (excluding NDA-protected platforms) but no native binaries. Binaries must be obtained from the Unity Asset Store package or the FMOD download page. Developers can use this repo to track changes between versions, report bugs, or contribute patches.
The integration source in this repository is MIT-licensed, but shipping a game with FMOD requires accepting FMOD's own end-user license agreement, which is free for many indie/limited-budget projects and paid for larger commercial titles.
GMWwise
Wwise GMWwise is a plugin that bridges Wwise audio middleware with GameMaker: Studio. It exposes Wwise functionality to GML scripts, letting you trigger events, manage banks, and control parameters from within a GameMaker project without writing a native extension from scratch.
It targets the older GameMaker: Studio (pre-GMS2 era). The last release (1.6.1) dates to 2017 and the repository has seen no meaningful activity since, so treat it as abandoned and expect to update it against current Wwise SDKs and GameMaker versions yourself. The repository ships no license file, so it is all-rights-reserved by default.